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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 1:52 am
by Osiris Kalev
It isn't quite as easy as you seem to think it is to do that. There would be a huge amount of work to be done in order to achieve what you're looking for. Have you looked at the DECORATE at all for either of the mods and seen just how much there would be to change?

So yes, "basically" Brutal Doom could be made to run with anything, but I don't think you really understand how much time and effort would have to be put in, in order to do so, as opposed to improving and updating the developer's own mod.

If it was really so quick and easy to do, wouldn't it be done already?

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 2:49 am
by 4thcharacter
His response will be somewhere along the lines of "because i'm not the modder and the modder is lazy"

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 6:05 am
by Doomguy914
Soul Sucka wrote:I think the Defence Drone Launcher is kind of broken, considering there doesn't seem to be a limit on how many drones you can make, and if you've got any special backpacks to amp up your rocket capacity, you could use all of that ammo to make 15+ drones around you and be an unstoppable force. I understand it's supposed to be a really powerful weapon since it's a master assembly, although it doesn't use any exotic mods for it, so it ought to be a bit less powerful than other master assemblies that do (such as the Autocannon and the Anti-Materiel Rifle), or at least, that's how powerful other plasma infusion assemblies feel like to me. On the other hand though, any supposedly difficult mob encounters feel like a breeze as long as there's a horde of drones with you. My personal suggestion would be to put some sort of limit to how many drones can be summoned...
If you think that is bad, just try using the drone with Doom RPG. Infinite laser spam!

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 7:45 am
by KILLER2
I think that if you've used all (or most) of your rockets to do something, it's totally waranted that it should make any room super easy. It's not like you can do it multiple times within a level whenever you feel like it. To be honest I don't think the weapon's problem is that it's too powerful, but that it seems really non-interactive and boring. You don't have to aim or have much tactics from what I hear (note:I have no experience with it), you just have to spam the bots then have them clear rooms for you.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 10:06 am
by Kaeoschassis
The most fun thing about the drone launcher is that the drones will fire whenever you have the fire button held down - regardless of whether or not your equipped weapon is firing. It therefore goes VERY well together with a weapon that has a low refire-rate, since you can continue to laser spam while you're reloading your main weapon. It also ironically seems like it'd be VERY useful on the commando once he's done, since it'll fire even when you're using melee. Basically I love the drone launcher to pieces.

However, yes, it is super overpowered.

Also Extropist, didn't you tell me you make mods "for private use and for friends"? Because you are sounding, right now, like somebody who does not. If you are though, yeah, I agree with others. Just make the damned patch yourself.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 10:31 am
by wildweasel
Extropist wrote:But this is easy stuff, one would just have to write a basic script that would change inherit every same actor for every actor replacing it.
But we keep telling you that it's not nearly that simple. The changes between both mods have to be compromised somehow. If we keep going by the Zombieman example, here is the code for DoomRL Monsters' version of the standard former human with a pistol:
Spoiler: there's a lot of code in here
As much as I'd like to also include Brutal's version of the former human for comparison, that'd require me to actually go download it, and I'm not in the mood. But bear in mind how ZDoom's actor inheritance works: if a state is changed, that essentially throws out any previous version of that state. So if Brutal's zombies have any extra checks in their states, DRLM's zombies would totally overwrite those checks. Brutal probably also has a lot of its own custom damage types that get used for special death and pain states, which DRLM would again either totally replace or even ignore (since not all the damage types are named the same). If you were to just remove all of DRLM's monsters and use Brutal's instead, you'd totally lose all the handling for DRLA's special unique weapons, the special raise states from the Nightmare Vile and Tech-Vile, and probably most of the handling for DRLA's armor resistance systems.

In short, good luck.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 10:41 am
by DoomBrutalGuy
One thing I have to agree. This mod would be SOOO MUCH COOOLER if would work with brutal doom!

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 10:44 am
by Big C
DoomBrutalGuy wrote:One thing I have to agree. This mod would be SOOO MUCH COOOLER if would work with brutal doom!
You're either illiterate or missed the whole conversation up above.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 10:45 am
by wildweasel
Big C wrote:You're either illiterate or missed the whole conversation up above.
There are more polite ways you could have put that.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 10:47 am
by Big C
wildweasel wrote:
Big C wrote:You're either illiterate or missed the whole conversation up above.
There are more polite ways you could have put that.
Sorry, sir, but I'm *really* getting tired of having to *outlast* this constant stream of blatant trolls.

Furthermore, you didn't call out similar snark aimed at related blatant trolls in other threads like you called out me just now.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 10:49 am
by KILLER2
WildWeasel, wouldn't it be simpler to just ban the guys that post Brutal Doom crap from the specific thread they posted it in while you answer their questions via PM or something? I don't think anyone wants to get notifications on this thread only to see yet another Doodle Broom post. (note:I am not trying to backseat mod or anything, just giving a suggestion)

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 10:55 am
by Extropist
wildweasel wrote:
Extropist wrote:But this is easy stuff, one would just have to write a basic script that would change inherit every same actor for every actor replacing it.
But we keep telling you that it's not nearly that simple. The changes between both mods have to be compromised somehow. If we keep going by the Zombieman example, here is the code for DoomRL Monsters' version of the standard former human with a pistol:
Spoiler: there's a lot of code in here
As much as I'd like to also include Brutal's version of the former human for comparison, that'd require me to actually go download it, and I'm not in the mood. But bear in mind how ZDoom's actor inheritance works: if a state is changed, that essentially throws out any previous version of that state. So if Brutal's zombies have any extra checks in their states, DRLM's zombies would totally overwrite those checks. Brutal probably also has a lot of its own custom damage types that get used for special death and pain states, which DRLM would again either totally replace or even ignore (since not all the damage types are named the same). If you were to just remove all of DRLM's monsters and use Brutal's instead, you'd totally lose all the handling for DRLA's special unique weapons, the special raise states from the Nightmare Vile and Tech-Vile, and probably most of the handling for DRLA's armor resistance systems.

In short, good luck.
Well I agree doing it raw way I suggested would not give all the brutal doom advantages but it would give some dose of brutality. I think it would be even better in way brutal doom has sometimes a bit too much gore and merging both mods would cause balance in this.

Coping code is not that hard, defiantly harder is writing your own stuff.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 10:59 am
by Big C
Copying code *IS* that hard because you can't just splice things in and expect them to work magically. Besides, you'd have to import a bunch of Brutal DooM assets.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 11:00 am
by wildweasel
Big C wrote:Sorry, sir, but I'm *really* getting tired of having to *outlast* this constant stream of blatant trolls.
Nobody is under any obligation to reply to them.
Furthermore, you didn't call out similar snark aimed at related blatant trolls in other threads like you called out me just now.
I've been trying to deal with the situation quietly, but outright insulting people - regardless of what they've done - isn't the solution.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Posted: Mon May 23, 2016 11:09 am
by Big C
Sorry, sir. I just don't like not knowing how close or far this problem is from being solved, as while some obvious trolls have been banned, other recently-infamous users are still allowed to post.